Procedural tools
for Unity.
We are building node-based procedural tools for Unity. More to share soon.
Procedural tools studio
Nodalcraft builds procedural tools for Unity. Node-based, engine-native, and fast enough to stay live while you work.
Manifesto
Procedural is a craft, not a shortcut. We build the tools that let artists and engineers describe a world once, and let it grow, vary and rebuild itself on demand.
Tools
Our first tools are in active development. Every one of them answers to the same principles.
We are building node-based procedural tools for Unity. More to share soon.
Principles
Every result is a graph you can read.
Logic lives in visible, editable, versionable graphs instead of opaque bakes and one-off scripts. Anyone on the team can open it and see why the world looks the way it does.
Built for the engine, not ported to it.
Data layouts, scheduling and memory are designed around the engine we ship in. Hot paths are compiled and parallel by default, never an afterthought.
Change anything, at any time.
Parameters stay live from the first node to the last. Nothing is baked until you decide it should be, so iteration costs seconds rather than rework.
Same seed, same world.
Identical inputs produce identical output on every machine and every run. Results are reproducible, testable and safe to rely on in production.
Engineering
A procedural tool is only as good as its iteration loop. Our evaluators are compiled, spread across every core, and measured on every change, so a graph stays interactive long after it stops being a toy.
Contact
Studios, collaborators and early testers: we would like to hear what you are making.